Create a playable VR Character that I can use in my Unity scene
Budget: $30 – $250 USD
I need a controllable VR character for my unity project. I want to use the model I have attached for this project.
Before I continue. It would be best that the programmer I award this project to owned and operated a VR headset and HTC Vive trackers, that way they could test the VR functionality of this project in real-time for trial and error.
I need the ability to move the avatars arms with my VR controllers and avatars head when I turn my head in VR.
I need to be able to move the avatars legs when I am using vive trackers.
I need the ability to move my fingers based on my controllers.
I would like this project to be created in Unity 2019.4.3.
I included a unity project here: https://we.tl/t-6HlNPQM3DU
This was my attempt at creating a character that used full body trackers. I did not like the result. It was a bit broken when I move my arms and mostly the legs, I believe this can be greatly improved. I used FinalIK, but there is also something call Animation Rigging that does the same exact thing. Not sure which system would be better. I am all for any system that would achieve the goal of this project and give much better results.
I need a height setting I can adjust in my scene that shows in both Feet and Meters. For example: 5'6" (160m). The height setting needs to change the scale of the avatar's height relative to player height.
When no vive trackers are present I need the avatar to play lower body animations for:
idle
crouch
prone
I need animations on avatar played:
When vr player is standing:
play idle
When vr player is at crouch position:
play crouch
When vr player is sitting on the ground:
play prone
Regardless if vive trackers are preset or not, I want these animations to play when I press forward, backwards, left or right movement buttons on my controller:
walk forward
walk backward
walk left
walk right
I also need the vr character to have the ability to jump and collide with solid objects in my unity scene.
Thank you
Before I continue. It would be best that the programmer I award this project to owned and operated a VR headset and HTC Vive trackers, that way they could test the VR functionality of this project in real-time for trial and error.
I need the ability to move the avatars arms with my VR controllers and avatars head when I turn my head in VR.
I need to be able to move the avatars legs when I am using vive trackers.
I need the ability to move my fingers based on my controllers.
I would like this project to be created in Unity 2019.4.3.
I included a unity project here: https://we.tl/t-6HlNPQM3DU
This was my attempt at creating a character that used full body trackers. I did not like the result. It was a bit broken when I move my arms and mostly the legs, I believe this can be greatly improved. I used FinalIK, but there is also something call Animation Rigging that does the same exact thing. Not sure which system would be better. I am all for any system that would achieve the goal of this project and give much better results.
I need a height setting I can adjust in my scene that shows in both Feet and Meters. For example: 5'6" (160m). The height setting needs to change the scale of the avatar's height relative to player height.
When no vive trackers are present I need the avatar to play lower body animations for:
idle
crouch
prone
I need animations on avatar played:
When vr player is standing:
play idle
When vr player is at crouch position:
play crouch
When vr player is sitting on the ground:
play prone
Regardless if vive trackers are preset or not, I want these animations to play when I press forward, backwards, left or right movement buttons on my controller:
walk forward
walk backward
walk left
walk right
I also need the vr character to have the ability to jump and collide with solid objects in my unity scene.
Thank you